Firecaller Paladin Guide

Introduction - This guide introduces a fun twist to your Unholy Caster Paladin through the use of fire oSkills such as Pentagram, Apocalypse, Brimstone and Flamestrike. A durable fire based caster. If you love burning thing, you've come to the right place!

Core of the Build - This build incorporates a Paladin's defensive capabilities and high spell damage with strong fire spells to build a caster that can dish out heavy fire damage while maintaining a considerable amount of survivability. This build also makes use of Physical/Magic and Lightning spells such as Slayer and Stormcall for the few ubers wherein fire spells like Brimstone are ineffective.

Pros- Newbie friendly- Can be played untwinked- Most of the gear are crafts/honorifics- Good farming build- Versatile caster that can run end-game ubers

Cons- We won't have access to our main skills until mid-game.- Item swapping : requires two sets of gear for different ubers- Need lots of shrines

Information

DocumentationBefore proceeding into this guide make sure to read Median XL's documentation here for anything you might not understand regarding the game. The topics inside are arranged into categories so you should have no trouble finding what you need.

TerminologiesSeveral terms and abbreviations are commonly used in here in MXL forums. You can read about them here.

Navigation

Skills

VindicateCasts a buff that increases the party's weapon damage and life regeneration. Combined with Tainted Blood, it provides massive life regeneration per second. Always recast.

Light Influence

Vessel of RetributionA buff that automatically fires short ranged energy bolts at nearby enemies. It has 1/3 the range as its Shadow Influence counterpart, but it shoots twice as fast and deals about ~50% more damage.

Solstice and EquinoxPassive skill that improves Vessel of Retribution. Since we will be using the Unholy Tree, this passive provides additional damage to the Vessel.

Sacred ArmorProvides us with a temporary invulnerability shield as well as increased velocity. Hard points in Rapture further increases speed buff.

HopliteSummons few minions with high avoid and chance to cast retaliate and inner fire on melee attack. Improved life per hard point in Holy Tree and damage per hard point in Unholy Tree. Since we will be using Unholy Tree they will most likely have little HP and therefore won't be very useful meatshields.

Shadow Influence

Vessel of JusticeA buff that automatically fires moderate ranged energy bolts at nearby enemies. It has 3 times the range as its Light Influence counterpart, but it shoots half as fast and deals about ~50% less damage.

Life and DeathPassive skill that improves Vessel of Justice. Since we will be using the Unholy Tree, this passive provides additional targets to the Vessel.

DemiurgeShort buff that gives us a chance to reanimate slain monsters as Seraph as well as improve all stats by 50 per hard point invested. We won't be using this skill very often.

ScourgeSummons several minions with low avoid and chance to cast crucify on melee attack. Improved life per hard point in Unholy Tree and damage per hard point in Holy Tree. Since we will be using Unholy Tree they will have a good amount of HP and will be useful as meatshields.

Wicked Tree

Tainted BloodA buff that provides us with poison resist, life regeneration and enhanced defense. Defense increases by 20% per hard point and 5% per soft point. Regeneration also improves but with diminishing returns. This will be our main source of defense and poison resist and so we will need it maxed out.

Mind FlayEnergy beam that deals light damage in the area of impact. Gains one additional beam for every 9 hard points in Slayer.

SlayerSummons stationary phantoms that shoot magic bolts at nearby enemies. Can summon up to 5 Slayers at a time.

StormlordPassive skill that grants us a great amount flat attributes. Need I say more? We will need this maxed out.

Uberskill

SuperbeastMorph skill that grants us additional spell damage and higher attack speed and cast rate breakpoints. The only downside is that it lowers our hit recovery breakpoint and makes our character prone to getting locked in hit recovery animation when diving into a crowd.

Ennead Challenge Reward Skill

Divine ApparitionTeleport skill that freezes nearby monsters. It has 3 second cooldown.

BrimstonePlants a holy seed at a target point that explodes into multiple directions after a delay. This will be our main source of damage.

PentagramCasts an expanding pentagram of hellfire. We'll need this skill for specific situations.

ApocalypseInflicts fire damage to all enemies within sight. A useful skill for farming.

FlamestrikeCalls down a blast of flame that deals a devastating amount of damage. Once we acquire our end-game gear this will replace Brimstone as our main source of damage.

StormcallInflicts physical and lightning damage to all enemies within sight. We'll need this for areas with fire immunes.

Mercenary

While you should be capable of handling everything by yourself, a good mercenary is always nice to have. They can help speed up clearing an area as well as take care of monsters that are immune to your main elemental damage. They're most helpful while farming for gear and craft items. For this build, we will be employing Act 3 Mercenaries: The Iron Wolves.

Here you have two options:

BloodmageA mercenary that uses Fire and Poison based spells. He will also cast Gift of Inner Fire from time to time which heals your entire party. It's recommended to use him from early game until you're able to craft items with fire oSkills.

Bless everything with Fascinating Shrines.Note: Aside from body armor, items that are recommended to roll over 8% pierce has a chance to spawn a separate fire pierce affix aside from the 3-8% that comes from the shrine, so it might be more difficult to roll these stats into your gear.

AbjurerA mercenary that uses Lightning and Physical/Magic damage based spells. Has greater damage output compared to a Bloodmage with its Superbeast morph. It's best to use him from mid-game onward after you've acquired Brimstone so that you'll have varying elemental damage.

Bless everything with Ornate Shrines.Note: Aside from body armor, items that are recommended to roll over 8% pierce has a chance to spawn a separate light pierce affix aside from the 3-8% that comes from the shrine, so it might be more difficult to roll these stats into your gear.

Speed Break Points

Break Points refer to the number of frames it takes for an action to complete with regards to your character's speed values (i.e Attack Speed, Cast Rate, Hit Recovery, etc.). The higher the speed value, the lower the break point and thus the faster your character finishes an action.

Every character has a different set of break points depending on the form they take and the weapons they wield. They cap at different numbers of frames as well. Superbeast's Cast Rate break point caps at 5 frames per attack or fpa, which is highest at the moment. The only downside is that its Hit Recovery break points are extremely low, making it prone to getting locked in Hit Recovery animation while under attack. For this reason, it's important to make sure that we reach the highest possible value to lower our Hit Recovery break point. Superbeast's relevant break points are as follows:

Early Game

Treading through early game shouldn't be too hard as a caster Paladin. Early on we will be using Mind Flay and Vessel of Justice as our main source of damage until we get Slayer at level 18. We will constantly be upgrading our gear whenever we get the chance in preparation for Level Challenge 1, Ennead Challenge, Level Challenge 2 and Black Road Challenge. Early game encompasses leveling from level 1 to 120 and playing from the start up to Terror Baal.

Your first priority will be maxing out Tainted Blood and Stormlord as they provide us with the necessary stats and defense. It also gives us a handy regeneration buff. 18 points into Slayer works well with Mind Flay because it increases the number of beams by 2 and is useful for light immune monsters. 15 points into Euphoria so it has 20% pierce and a little over 5 minutes duration so we can recast it the same time as Tainted Blood.Only 8 points into Superbeast because the spell damage increase has noticeable diminishing returns.Points into Vessel of Retribution and Scourge depending on what you need. For instance, more minions can be handy in LC1 while a stronger Vessel damage will be helpful in LC2 and Black Road Challenge.

LionpawChain Boots (6)Defense: (49-54) to (71-78)Required Strength: 44Required Level: 4+(18 to 29)% Enhanced Defense+(7 to 10) to all Attributes+(31 to 50) to Life+(31 to 50) to ManaTotal Character Defense Plus (3 to 5)%(21 to 38)% Extra Gold from MonstersSocketed (1)Defense: (110-119) to (152-163)Required Strength: 64Required Level: 13+(30 to 40)% Enhanced Defense+(11 to 14) to all Attributes+(51 to 70) to Life+(51 to 70) to ManaTotal Character Defense Plus (6 to 8)%(38 to 55)% Extra Gold from MonstersSocketed (2)Defense: (203-218) to (267-288)Required Strength: 93Required Level: 22+(41 to 52)% Enhanced Defense+(15 to 18) to all Attributes+(71 to 90) to Life+(71 to 90) to ManaTotal Character Defense Plus (9 to 11)%(56 to 73)% Extra Gold from MonstersSocketed (2)Defense: (334-358) to (433-464)Required Strength: 134Required Level: 31+(52 to 63)% Enhanced Defense+(19 to 22) to all Attributes+(91 to 110) to Life+(91 to 110) to ManaTotal Character Defense Plus (12 to 14)%(73 to 90)% Extra Gold from MonstersSocketed (3)Defense: (519-554) to (667-712)Required Strength: 195Required Level: 39+(64 to 75)% Enhanced Defense+(23 to 26) to all Attributes+(111 to 130) to Life+(111 to 130) to ManaTotal Character Defense Plus (15 to 17)%(91 to 108)% Extra Gold from MonstersSocketed (3)Defense: (759-807) to (974-1036)Required Strength: 282Required Level: 48+(75 to 86)% Enhanced Defense+(27 to 30) to all Attributes+(131 to 150) to Life+(131 to 150) to ManaTotal Character Defense Plus (18 to 20)%(108 to 125)% Extra Gold from MonstersSocketed (4)

- Another standard TU. Gives a good amount of life, mana and stats for early game.Shield -

Rare Amulet - with at least +2 to all skillsRare Rings or Magic Rings - +1 to all skills

Everything should be socketed with Ort runes for light spell damage and MO'd with light spell damage. Jewelry should be MO'd with the necessary elemental resists until you hit max

Gameplay

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General game play is simple. Buff with Tainted Blood, Vessel of Justice, Euphoria and Symphony of Destruction. Always morph into Superbeast once you've reached level 90. Cast Slayer, Vindicate and hit everything with Mind Flay. Kite enemies around as needed. Remember to pick up all the apples and runes along the way. Keeping a few jewels you find will be useful later on as well.

Hatred Act 1 is fairly easy. Your first few skill points should go into Vessel of Justice, Tainted Blood and Mind Flay. Until you have access to Scourge at level 24, you'll need to do a bit of kiting because your character is still quite squishy at this point of the game. Once you have access to Tristam, do a few runs until you get

from the gift box. Don't forget to pick up a Catalyst of Disenchantment from The Smith in the Barracks. With this you can turn unnecessary TUs into Arcane Shards. 5 arcane shards can be combined into an Arcane Crystal. We will need several of these to upgrade our own TU gear later on. Act 2 should be just as easy.

Once you get to Act 3, you'll need to MO some resists into your rings to reach the cap. If you don't have enough gold for MOs, socket the runes you picked up into some throwing weapons and sell them to NPCs for some gold. You could also sell some apples, but it's best to hold onto them until Act 5 where they can be sold for the most value. You should also keep an eye open for any Tier 2-3 Ancient Armor, Belt, Gloves, Chain Boots and Grand Scepter in case you haven't found any of their unique variants yet. With these can you create or reroll your own TU items with the recipe [Base Item + Oil of Enchantment + 2 Arcane Crystals]. Then you can start upgrading them with the recipe [TU Item + Any Rune + 1 Arcane Crystal] to reroll them to the next tier. Take note of their stat and level requirement by reading the docs to make sure you don't go over the stats you currently have.

Act 4 is quite easy as well. Just make sure to take it slow and avoid diving into crowds of monsters. As much as they're easy to kill their spells can hit pretty hard too.

Act 5 is more or less like Act 4, only larger. Just take it slow and you should be fine.

The same strategy applies for Terror, just that everything in there generally hits harder. You just have to keep your gear and skills upgraded to keep the monsters from overpowering you. Once you're in Terror Act 3, monsters will start dropping sacred items and shrines. Pick up any shrine and rare sacred item you might find including body armor, gloves, boots, belt, helm/paladin helm/circlet, shield/paladin shield and scepter. We will need these in order to craft our gear before we start in Destruction difficulty. Don't forget to pick up a Catalyst of Destruction from Hatred Hephasto, Book of Summoning from The Summoner in Terror and Catalyst of Learning from Izual in Terror.

Note: Once you reach level 40 at any point after Hatred Act 3, stop leveling and proceed to preparation for Level Challenge 1 or LC1. You'll also need to stop at some point before level 80 to do the Ennead challenge and at level 90 to do Level Challenge 2 or LC2

Okay, now that you've reached level 40 it's time to start preparing for Level Challenge 1. Take note that this challenge can only be done with a character is that level 50 or below. The goal of this preparation is to upgrade most of your gear to Tier 4-5(except your shield because it requires DEX) without exceeding the STR requirement for a Tier 4

. First thing you have to do is farm some Arcane Crystals. You can do this by farming Mephisto in Act 3. He drops 2 TUs with every run and there's also the chance for monsters in the area to drop some extra TUs. Keep doing this until you get enough Arcane Crystals for your gear. Once you're done, you should be a little less level 50 with enough defense and damage to run through this Uberlevel.

The mechanics of Level Challenge 1 are simple. Near the entrance of Tran Athulua you will find a Pirate of the Twin Seas and killing him will drop an un-upgraded

. Pick it up and identify. Next you will need to fight through the Amazons until you find three priestesses of three elements: ice, light and fire. Killing a priestess will give your character a red swirling aura for 30 seconds. Each priestess will drop a Sunstone of her own respective element. You need to cube these Sunstones with the Elemental Prism before the red swirly disappears. Do this with all the priestesses. Once you cube the last Sunstone, your Elemental Prism will be complete and you will have completed the Level Challenge 1.

Below is a map for Tran Athulua

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Thanks to Rishab for the map

Note: The reward for the 3rd quest in Act 5 is a scroll that can be cubed with the Elemental Prism to increase its resistance bonuses.

Ennead Challenge

Location - Act 3: Torajan Jungles in Hatred Difficulty

Right now you should be a little less than level 80. This challenge can only be done with a character that is level 80 or below. Your gear should mostly be Tier 6, if not all, by now. This means your character should be tougher in general. The challenge is simple - you need to run through Kurast 3000 BA in any difficulty and kill the Ennead Necromancers until you get your class charm: the Eye of Divinity.

So how does Kurast 3000 BA work?

You will find the entrance as soon as you enter the Jungle. As you enter the red portal, you will appear in a random corner of the map. The place will be full of skeletons. You will find three Ennead Necromancers in the three corners of the map. Across the map will be a number of Shadowgate totems that grant all enemies a purple invulnerability shield as well as summon additional skeletons overtime. You will need to take down these totems before you can kill the skeletons and proceed to the Necromancers. To do this, you'll walk around the area with your minions and mercenary until you find a totem. Summon Slayers next to it and wait for it to go down. If it doesn't, cast Slayer again. Once the skeletons lose their shields, you can start killing them with Mind Flay. If they're still invulnerable, find the next nearest totem. Try not to get surrounded by too many skeletons as their sheer number will quickly overwhelm you. Once you take down the totems and skeletons, you can head for the Necromancers. They should go down easily. If none of the Necromancers drop your class charm, do it again. Once your class charm drops, pick it up, identify, then cube it with any jewel. With that, your Ennead Challenge is done.

For reference, you can check out the video in the Uber Quest section for the K3KBA Uberlevel.

Now you've hit level 90, you have access to your Ennead Reward Skill and Uberskill - Superbeast. This challenge can only be done with a character that is level 90 or below. Before you start this challenge, you'll need check your gear. Your light spell damage needs to be as high as possible. Make sure all your gear are socketed with Ort runes and MO'd with light spell damage.

How do I do this?

Enter the dungeon. Unsummon all your minions as they will make luring the Death Mechanics more difficult. Proceed to the northeast corner of the map by going along the long, narrow hall. Once there, open a TP. Walk along the walls to the northwest until you reach an opening where the Death Projector and the Mechanics are. Once there, continue walking northwest, luring the Mechanics along the way. Make sure not to stop walking because you will get 1-shot by the Death Projector's spinning Mind Flay. Once you have them following you, walk southwest until you come across a blocked doorway leading back to the entrance. Make sure to lead all Mechanics to that area, leaving only 1 or 2 back at the Death Projector because the DP is invulnerable unless a Mechanic is nearby. Once you've lured them, teleport to the other side using Divine Apparition. Walk back to the Death Projector, cast Slayer and start hitting it Mind Flay. You need to kite the remaining Mechanics around the DP while doing this because they hit pretty hard even on their own. Make sure not to get hit by DP's beam while doing all of this. It shoots a spinning Mind Flay every few seconds in a clockwise direction starting from the southeast. Once it fires its beam, just follow back the back of the beam until you reach your initial position. Keep doing this until it goes down. Once it does, you will be surrounded by a red swirling aura for 30 seconds. Open a TP and go back to town. Cube your class charm with a perfect gem before the swirly disappears. And with this, you have finished the Level Challenge 2.

For reference, you can check out the video in the Uber Quest section for the Death Projector Dungeon Uber Quest.

Black Road Challenge

The Black Road Challenge unlocks Blessed Life as a reward skill. This skill will be vital for our survival in Destruction. The challenge itself consists of five trials. Completing a trial with allow you to cube your class charm and a note will appear confirming the completion of each trial. Before proceeding to the trials, it is recommended to change your shield to

will also serve as our shield during early mid-game so it is recommended to make it in a sacred paladin shield.

Note: You can only finish this challenge after obtaining the Dark Portal oskill from The Summoner in Arcane Sanctuary, Destruction difficulty.

Trial of Fear

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Location - The Hole Level 2 (Act 1: Black Marsh) in Terror Difficulty

The first trial consists of doing the Butcher Uber Quest.

The Butcher is initially invulnerable to all damage. But when he hits you, your minions or your mercenary there's a chance for him to spawn a bright red pentagram that removes his invulnerability once he steps inside. The idea of this fight is to constantly summon your minions in front of him until a pentagram appears. Once it does, teleport to its edge farthest from the Butcher to lure him inside. Be careful not to get hit because he can kill you in two to three swings. Summon a minion or two in front of him as distraction then hit him with Mind Flay. Keep hitting him until he dies or the pentagram disappears. Repeat until he dies. Cube your class charm before the red swirly disappears.

For reference, you can check out the video in the Uber Quest section for the Butcher Summoning Uber Quest.

Trial of Greed

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Location - Anywhere in Terror Difficulty

This trial simply requires you to have 666,666 gold in your inventory. If you don't have enough gold, socket some runes into throwing weapons and sell them in any Act 5 Merchant. You can also sell the apples you've been hoarding in your stash. Once you have exactly 666,666 gold in your inventory, cube your class charm.

Trial of Contrition

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Location - Act 5: Arreat Summit in Terror Difficulty

This trial consists of killing King Koth in Terror.

Kill Talic on Arreat Summit and cast Dark Portal to open the entrance to the old Arreat Summit. Once you have your merc ready and all your minions summoned, enter the portal. The area will be filled with a barbarians all around the summit. Take them out one by one. Be careful not to get hit by their axes. Once King Koth is nearby or alone, kill him. Once he's down, cube your class charm before the red swirly disappears.

For reference, you can check out the video in the Uber Quest section for the King Koth Uber Quest.

This trial is the hardest one of all. You will need your mercenary alive at all times as you'll need all the fire power you can get. It is also recommended to invest more points into Vessel of Justice for increased damage.

The mechanics of this trial are as follows:You need to defeat all five robot minibosses of Terror Fauztinville to get their brains. The hard part lies in fighting your way to reach the them. All the monsters here are tough and hit hard at the same time. They also have varying immunities. The ones you have to look out for are Necrobots as they shoot lasers from as far as a screen away that do a good amount of damage. Other than that are the Neon Fiends that have tri-elemental immunity. You will use Slayer and Vessel of Justice to take them out.

Before you enter, be sure to have all your buffs up and all your minions summoned. Always cast Slayer for additional damage and make sure to resummon all your minions as you proceed. As you move along the area, the monsters will start charging at you. If you happen to find yourself luring too many monsters, step back a screen away to avoid luring anymore and quickly take out all those that have followed you. The image below is a map for Fauztinville along with a route to all the minibosses marked by a red line. This route lets us encounter the least amount of monsters while moving towards the minibosses. Once you have all the brains, cube them with your class charm to complete the trial.

Note: If you're playing on realm you can always ask a friend for help in this trial. Doing it by yourself is possible but takes a significant amount of time to finish.

The idea of this trial is kill the Light and Ice Priestesses within 30 seconds of each other to acquire both red and blue swirling overlays on your character before you can cube your class charm.

So how exactly do we do this?

Once you enter, make sure to have all your minions up but leave your mercenary in town. We can't risk having him accidentally kill either of the Priestesss. Hit everything with Mind Flay and move along the route to the Ice Priestess. Once there, clear the place of amazons without killing the Priestess. Make sure you don't have Vessel of Justice and Symphony of Destruction active so you don't accidentally kill her while clearing the amazons. Once it's clear, move along the path leading to the Light Priestess and teleport away so that Ice doesn't follow. Do the same thing you did with Ice's area. Kill all amazons until you get to the light priestess. Once there, lure her back to where Ice is. If any amazons follow along with her, kill them. Lure her slowly, making sure she doesn't lose track of you. Once you've lured her to the narrow hall leading to the area where Ice is, open a TP, go back in town and revive your mercenary. Activate all your buffs, enter the portal and kill Light with Slayer. Once she's down, run straight to Ice and kill her as fast as possible with Mind Flay. Once she's down you should have two swirling overlays on your character. Cube your class charm before either swirls disappear. With this you will have all trials completed. Now cube your class charm with 2 Arcane Crystals and unlock your Black Road Challenge skill.

You can refer to the map in Level Challenge 1 for the location of the priestesses.

Note: If you're playing on realm, you can always ask a friend to help you out by keeping a portal open where Ice is. Once you've killed Light in her own area, open a portal, go back in town and enter your friend's portal leading to Ice then kill her fast. This method is much easier than luring Light all the way to where Ice is.

Mid Game

Mid game content covers our game play from Terror Baal up to Act 5 Destruction. From here on out we will start using the fire spell oSkill Brimstone from our crafted gear as our main damage dealer. If you still haven't reached 120 by the time you finish Terror Baal, just run through Act 5 - Throne of Destruction again. On the other hand, if you haven't found the necessary rare sacred items to craft your mid game gear, you'll need to run through Act 1 - Inner Cloister or Act 5 - Throne of Destruction until you find some rare sacred body armor, gloves, belt, boots. paladin helm and scepter. By now you should have enough shrines with one or two Fascinating Shrines from your Fauzt run during the Trial of Knowledge. If not then you can proceed to run a few rounds in terror K3KBA to find some shrines or even terror Fauzt if you think you can handle it.

As soon as you acquire the right gear and craft materials, you will need to respec before entering Destruction.

Max out Tainted Blood, Stormlord and Blessed Life for defense, damage reduction and flat attributes. From this point on Brimstone will replace Mind Flay and Slayer as our main damage spell so we no longer need to invest points in them. Instead we will put more points into Vessel of Justice so it serves as our secondary source of damage.

in a sacred paladin shieldWeapon - Fascinating Crafted Scepter - Same with your headgear. You'll need to roll Brimstone here. Use Fascinating Shrines if possible, but any other shrine will do.

On Switch -

Elverfolk

ElverfolkStaves'Yul'Runeword Level: 100+(51 to 100) Energy Factor to Spell Damage+(6 to 8) to All Skills-(21 to 30)% to All Enemy Resistances(21 to 30)% Bonus to Energy+750 Defense vs. MissileAll Resists +(31 to 50)%

Rare Amulet - at least +3 to all skillsYour Magic Rings from early game can still be used here.

Bless all your crafted gear with Fascinating Shrines. Everything must be socketed with Ral runes or Zod Crafted Jewels with at least 4% Fire Spell Damage and FCR or FHR. MO everything with fire spell damage to further increase Brimstone's damage output. Rings and amulet must be MO'd with elemental resists until we hit the cap in Destruction. You can also use some Mana Regen MO if you've having mana problems.

Warning: Do not use more than 5 Mystic Orbs on your Body Armor. This lets us socket it with high level runes we might need later on.

Stormcall Gear

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We will be using Stormcall and Slayer for ubers where fire skills are ineffective. For this reason, we will be crafting a set of gear made specifically to increase these spells' damage output.

ElverfolkStaves'Yul'Runeword Level: 100+(51 to 100) Energy Factor to Spell Damage+(6 to 8) to All Skills-(21 to 30)% to All Enemy Resistances(21 to 30)% Bonus to Energy+750 Defense vs. MissileAll Resists +(31 to 50)%

- Reroll until +8 all skills for pre-buff

Rare Amulet - at least +3 to all skillsYour Magic Rings from early game can still be used here.

Bless all your crafted and honorific gear with Ornate Shrines. Everything must be socketed with Hel runes or Zod Crafted Jewels with at least 4% Physical/Magic or Lightning spell damage and FCR or FHR. MO everything with Physical/Magic and Lightning spell damage to further increase damage output. Rings and amulet must be MO'd with elemental resists until we hit the cap in Destruction. You can also use some Mana Regen MO if you've having mana problems.

Warning: Do not use more than 5 Mystic Orbs on your Body Armor. This lets us socket it with high level runes we might need later on.

Gameplay

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Game play is the similar to early game. Cast all your buffs and morph into Superbeast. The only difference is that this time we will be using Brimstone instead of Mind Flay. Though this might sound like a minor change in game play, the way both skills work are very different from each other. Brimstone expands from the target area while Mind Flay shoots several beams in a straight line and hits the first group of monsters is collides with. With Brimstone you should be able to take down larger groups of monsters by casting it in the middle of the crowd compared to Mind Flay which only hits the outer part of the crowd.

Though the general idea of how to run each act remains the same from early game, it is recommended to proceed with caution as monsters in Destruction are far more likely to kill you than either of the two preceding difficulties even with your newly found Blessed Life skill and mid game gear.

Note: Sacred Uniques and Set Items may drop at any point in Destruction. Useless SU and Set items can be turned into Signets of Learning by cubing them with the Catalyst of Learning you found in Terror. You will need to collect 500 Signets of Learning to reach your maximum stats. You can start farming them during mid game by doing Nihlathak runs in Destruction. He drops 2 signets for every run.

Monster Tokens

You can find Veteran Monsters in certain locations for all Acts in Terror and Destruction difficulty. Each one will drop a corresponding Evil Eye. Cubing all 5 Evil Eyes with your Class Charm will give additional bonuses. They can be found in the following locations:

Max out Tainted Blood, Stormlord and Blessed Life for defense, damage reduction and flat attributes. Using the Light Influence Tree, we will be investing a several points into Rapture for a good amount of speed. This includes Faster Hit Recovery so we don't get hit locked by everything as we lose Scouge as our meatshields. Sacred Armor will be useful in a number of ubers and situations as well.

Lamen of the ArchbishopAmulet (Sacred)Required Level: 100100% Chance to cast level 45 Dominate when you Level-Up+2 to All Skills+(1 to 25)% to Cold Spell Damage+(1 to 25)% to Poison Spell Damage+(1 to 25)% to Lightning Spell Damage+(1 to 25)% to Fire Spell Damage+(1 to 75) to Strength+(1 to 75) to Dexterity+(1 to 75) to Vitality+(1 to 75) to EnergyAll Resists +(31 to 40)%

Bless all your crafted gear with Fascinating Shrines. Everything must be socketed with Ral runes or Zod Crafted Jewels with at least 4% Fire Spell Damage and FCR or FHR. MO everything with fire spell damage to further increase Flamestrike's damage output. You can also use some Mana Regen MO if you've having mana problems.

Warning: Do not use more than 5 Mystic Orbs on your Body Armor. This lets us socket it with high level runes we might need later on.

Some of theses items are exceptionally rare and will most likely take you a long while to find. But it's important to note is that until you have

Note: If you happen to reach Level 121 then this gives us the chance to change some of our gearTo further increase our survivability, we can switch the following items:Fascinating Crafted Light Plate ->

Natasha's Legacy (Xis)

Natasha's LegacyBody Armor'XisXisXisXisXisXis'Runeword Level: 121+(1 to 4) to All Skills50% Faster Run/Walk-(3 to 30)% to All Enemy Resistances+1 to Devil's Omen+(352 to 380)% Enhanced Defense+(0 to 5)% to All Maximum ResistancesDamage Reduced by (5 to 20)%

Lamen of the ArchbishopAmulet (Sacred)Required Level: 100100% Chance to cast level 45 Dominate when you Level-Up+2 to All Skills+(1 to 25)% to Cold Spell Damage+(1 to 25)% to Poison Spell Damage+(1 to 25)% to Lightning Spell Damage+(1 to 25)% to Fire Spell Damage+(1 to 75) to Strength+(1 to 75) to Dexterity+(1 to 75) to Vitality+(1 to 75) to EnergyAll Resists +(31 to 40)%

Bless all your crafted and honorific gear with Ornate Shrines. Everything must be socketed with Hel runes or Zod Crafted Jewels with at least 4% Physical/Magic or Lightning spell damage and FCR or FHR. MO everything with Physical/Magic and Lightning spell damage to further increase damage output. Rings and amulet must be MO'd with elemental resists until we hit the cap in Destruction. You can also use some Mana Regen MO if you've having mana problems.

Warning: Do not use more than 5 Mystic Orbs on your Body Armor. This lets us socket it with high level runes we might need later on.

Gameplay

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Cast all your buffs, morph into Superbeast and keep an eye on your health. Try not to get hit locked while in Superbeast which is .. always. Game play will change depending on what Uber Quest we tackle. For general farming purposes we just have to make sure we have our minions up and kill everything on sight before you find yourself surrounded.

Uberquests

Uberquests or Ubers are divided into three categories which we will further divide into three difficulty levels.

EasyThis level only requires the player skill you've gained over the course of early to mid game. It can be done with your mid game gear with even a bit of early game gear.

ModerateThis level requires a bit more player skill . You'll gain these over the course of playing through the easier ubers and familiarizing yourself with mechanics often employed in these fights. These ubers can be done with improved versions of your mid game gear. You can obtain these by crafting items with better stats and affixes.

HardThis level requires an extensive level of player skill. By the time you reach these ubers, you should already be somewhat knowledgeable of the mechanics and strategies often used to complete ubers. At the same time you should also have developed good reflexes in critical situations where you need to dodge and/or teleport out of danger. These ubers can only be done with your end game gear along with good mid game gear.

Note: the videos below were taken several times before I finally succeeded in killing a boss or obtaining a charm. The purpose of these videos is to show that the following ubers are possible with this build.

Kehjistan

" Kehjistan, otherwise called the Eastern Empire, is the great empire of the eastern lands of Sanctuary, located along the eastern coast of the Twin Seas, with the emerald jungles surrounding Kurast in the south, and the desolation surrounding Caldeum in the north. "

Kehjistan represents Act III.

Note: Two new areas have been added in Act III starting in MXL2017 1.1. They now house majority of the uberquests that were previously spread across the normal areas. These are: Torajan Jungles and Caldeum.

Torajan Jungles - Map

Torajan Jungles entrance can be found in the southeast corner of Act III town map.

Laser Focus CrystalKeep in Inventory to Gain BonusRequired Level: 80Increase Maximum Life and Mana 10%+(6 to 15)% to Experience Gained

Skill Tree:Shadow Influence

This uber is the same as Level Challenge 2

Note: This video was not updated to 1.2 as content remains the same.

Creature of Flame

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Location - Dimensional Sanctum (Act 3: Caldeum)Reward:

Horazon's Focus

Horazon's FocusKeep in Inventory to Gain BonusRequired Level: 40(3 to 5)% Mana stolen per Hit(3 to 5)% Life stolen per Hit-50 Defense+(21 to 25) to all Attributes

Skill Tree:Shadow Influence

Make sure you're alone and that your Vessel of Justice and Symphony of Destruction are inactive. As soon as you enter you will find Horazon's familiar. Kill it. The Creature of Flame is somewhere further inside. A number of Astral Guardians roam the area as well. The Creature fires a beam that instantly kills you once it hits. The idea is to lure a few Astral Guardian and have them hit you until you gain a green aura that makes you invulnerable to the Creature's attacks. Once your line of sight is clear, just hit it with Brimstone and it should go down fast.

Note: This video was not updated to 1.2 as content remains the same.

Kurast 3000 BA

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Location - Act 3: Torajan JunglesReward:

Hammer of the Taan Judges

Hammer of the Taan JudgesKeep in Inventory to Gain BonusRequired Level: 40+(21 to 25) Energy Factor to Spell Damage+1 to All SkillsEnhanced Weapon Damage +(0.25 per level)% (Based on Character Level)

Skill Tree:Shadow Influence

This is the same as Ennead challenge.

Note: The charm has a 1/9 chance to drop. I had to run this uber several more times before I got the charm.This video was not updated to 1.2 as content remains the same.

Upon entering Profane Cells, you'll find two entrances to the left and right of the map. Proceed through left entrance. You'll appear right next to a staircase. This is the entrance to Rathma Square. This dungeon is filled with Gore Crawlers that revive every 10 seconds. The key to clearing this uber is to roll a map where not too many Gore Crawlers are standing near the path to Primus. Once you get a good map roll, Primus himself is easy to kill.

Note: This video was not updated to 1.2 as content remains the same.

Akarat

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Location - Act 3: Torajan JunglesReward:

Visions of Akarat

Visions of AkaratKeep in Inventory to Gain BonusRequired Level: 100+(201 to 250) Defense+(21 to 25) to all Attributes

Skill Tree:Shadow Influence

As you near Akarat's location, you'll start coming across his Followers. Be careful around them; getting hit by Hammertime is a sure way to get killed. One or two Brimstone is enough to kill them so you can try to kill them off one by one, stepping back half a screen every time you do so. Akarat is at the very edge of the map. Once you get there, they'll likely come at you as a group. Continue kiting. Once the number of Followers is down to one, get in position. Kill it, dodge Hammertime and kill Akarat before he regains his shield. If you lose your chance to kill him, go to the platform to the right. If you follow the route I took in the video, you should find a single Follower in that area. Lure it to Akarat. Kill it, break the shield and kill Akarat.

Note: This video was not updated to 1.2 as content remains the same.

Legacy of Blood

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Location - Act 3: Torajan JunglesReward:

Legacy of Blood

Legacy of BloodKeep in Inventory to Gain BonusRequired Level: 100(2 to 4)% Mana stolen per Hit(2 to 4)% Life stolen per HitMaximum Skill Level Increased by 2

Skill Tree:Shadow Influence

Summon all your minions. As you enter, you will find Bartuc surrounded by his blood golems. They are only vulnerable after attacking. Bartuc, on the other hand, becomes vulnerable after he casts Wychwind. Scourges are easily hit so the golems are no problem, but you'll likely be overwhelmed by their damage. Take note that Bartuc constantly summons more golems.

An easy way to do this is to enter, drop a few Brimstone until Bartuc becomes vulnerable, exit and re-summon lost minions. Repeat until Bartuc is dead.

As you approach Jitan's location, you'll come across his Guardsmen. They deal tri-elemental damage and summon Guard Towers. They're easy to kill, but are dangerous due to the fact that they cast Singularity on death. Kill them from a distance and wait for Singularity to finish before proceeding.

You'll find Jitan accompanied by several Guardsmen. He has a huge life and casts Fortress. Kill the Guardsmen before engaging him. Use the terrain to your advantage and position yourself where the Guard Towers cannot hit you. Be sure to keep your distance from Jitan as his attack is just as dangerous. Use your minions to distract him and avoid fighting him in an area without obstacles. Once he's below 50% life, he'll start using Pestilence and become less likely to cast Fortress. Scourges are immune to poison so use this to your advantage. Take this chance to name lock him with Brimstone until he's dead.

Silver Seal of UrehKeep in Inventory to Gain BonusRequired Level: 120+(21 to 30) Energy Factor to Spell Damage+1 to All Skills+(21 to 25)% Bonus to Summoned Minion Damage+(11 to 15)% Bonus to Summoned Minion Resistances+(21 to 30) to Strength+(21 to 30) to Dexterity+(21 to 30) to Vitality+(21 to 30) to Energy

If the Damage Reduce from Blessed Life isn't enough, you can use some DR Mystic Orbs on your rings.

In order to open the portal to the Vizjerei Temple, you must kill Kentril Dumon. Use Slayers and summon Scourges on top of him to keep him distracted. Once he's dead, cast Dark Portal before the red overlay disappears and enter the portal. Unsummon all remaining minions and make sure that VoJ is inactive before proceeding. Once you're ready, enter the telepad to move onto the main platform. You'll find Quov Tsin at the center. With your gear, you should be able to completely tank his trinity beam. Cast Slayers on top of him, recast whenever he blinks out of position or the Slayers disappear. Every so often he'll cast a multi-directional bone spear nova. These are fatal on hit. Take note that Quov Tsin heals a small portion of his life whenever he kills anything, so try not to die. Keep your distance, hide behind the gaps in the platform where projectiles cannot pass, or simply dodge. Keep following him with Slayers until he's dead.

Note: This video was not updated to 1.2 as general strategy remains the same, only the method of entrance was changed.

Summon Ghom by activating the right seals on Chaos Sanctuary. Killing him enables you to open a Dark Portal to the Realm of Sin. The place is a giant maze full of Elite monsters and untargettable Firebloods. Most of them are immune to fire which means you'll need to use Stormcall to fight your way through. Azmodan awaits at the southwestern most platform across a long bridge that connects with the maze. In the platform are more invisible monsters that cast apocalypse and pyroblast. Azmodan himself casts flamestrike from afar and attacks with Shower of Rocks in melee. Drop Slayers in front of him and move around the platform as you cannot stay idle for long. Dodge the pyroblasts and flamestrikes while circling around and recasting Slayers on Azmodan. Repeat until he's dead.

Alternatively you can re-equip your fire gear after reaching Azmodan and use brimstone instead.

Astrogha

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Location - Web of Deceit (Act 3: Torajan Jungles)Reward:

Astrogha's Venom Stinger

Astrogha's Venom StingerKeep in Inventory to Gain BonusRequired Level: 120+1 to All Skills+(100 to 500) to LifePoison Length Reduced by 50%

Skill Tree:Shadow InfluenceGear Check:Stormcall Gear

The entrance to Web of Deceit is guarded by Lord Aldric Jitan and his Guardsmen. You'll need to clear them before you can proceed. Once you enter, you'll notice that the cave is full of spiders. You'll need to clear the area before proceeding to Astrogha as he tends to blink all over the place. Be careful as the spiders have a chance to cast Punisher Barrage on death. After clearing, you can find Astrogha to the northeast of the map, at the very top from your screen. He summons traps that spawn multiple Darklings before destroying itself. Though the traps destroy themselves within a short moment, destroying them yourself will plague you with a curse that heavily slows down your movement and makes it so you die to the next thing that hits you. Note that any traps you destroy near Astrogha will heal a portion of his life. The Darklings also have a chance to cast Deathstrike on death.

The general strategy will consist of casting Slayers on top or near Astrogha while clearing out the Darklings without destroying any traps. Lure the Darklings away from Astrogha to kill them without having more traps spawn. Use your minions to keep them busy and dodge any incoming deathstrikes. Repeat until he's dead.

Note: This video was not updated to 1.2 as content remains the same.

Teganze

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Location - Act 3: Torajan JunglesReward:

Trader's Chest

Trader's ChestThis mighty chest allows you to increase certainstats but it will lower other stats in exchange!Cube the chest with a Skull to reset stats!Keep in Inventory to Gain BonusRequired Level: 120+1 to Light Radius

Skill Tree:Shadow Influence

You can find Teganze to the west of Torajan Jungles. The Umbaru Spirits absorb the damage of the element they're immune to. Use Apocalypse and let your merc deal with the fire immune spirits. Summon ahead of you to shield yourself from their projectiles. Terul, the boss, can be found at the very center of the map. Proceed slowly. Their projectiles should be slow enough for you to dodge. Once there, distract him with Scourges and use Brimstone. The charm has a 1/4 chance to drop.

Note: This video was not updated to 1.2 as content remains the same.

Viz-jun

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Location - Act 3: Kurast BazaarReward:

Cold Fusion Schematics

Cold Fusion SchematicsKeep in Inventory to Gain BonusRequired Level: 100100% Chance to cast level 59 Blast Wave when you Die5% Chance to cast level 10 Time Strike on Striking+(11 to 40) to Strength+(11 to 40) to Dexterity+(11 to 40) to Vitality+(11 to 40) to Energy

This uber contains several melee and laser-shooting robots. The stage itself deploys more robots as time passes. Be careful of the ATMG Sentries, Sentinel Mines as well as Nuclear Strikes. The boss, MCS, lies in the heart of the uber and can only be damaged by Purify from

with Ath Runes or FHR Jewels. You need to reach at least 200 FHR so you don't get hit locked. If it's not enough, use more runes or jewels.

Summon your minions, buff up. From the entrance, you'll go right then straight down until you reach a long path that leads to MCS. There's no strategy here; you just run straight to MCS, apply OW with normal attack then cast Purify. Teleport to avoid getting stuck. If there are too many monsters to cross or you die once, make a new game and run it again. Once MCS is dead, pick up the charm quick and TP out or leave game.

You can find the entrance in the Ruins of Ureh. This is across the second red portal in the Vizjerei Temple. Upon entering, you'll appear in front of a small hut. Somewhere around the hut is a flag. You can find the entrance to the Kingdom of Shadow, a second hut, by following the general direction of the flag from the first hut.

This uber contains Citizens, Dark Wardens, Punisher Turrets and Juris Khan himself. Citizen are untargetable zombies that move fast, hit hard and inflict poison. Dark Wardens use retaliate and cast tremor on death. The turrets shoots punishers in a spiral once you're within sight. Juris Khan, the boss, can be found at the very end of this uber.

Similar to Viz-jun, you'll need to run from the entrance straight to the boss. Summon your minions, buff up. From the entrance, you'll run south, east then south again until you reach a long narrow bridge that leads to Juris Khan. You can find the map here. But this is significantly harder than Viz-jun due to the larger map, greater mob density and retaliate from Dark Wardens. You'll likely get surrounded by Citizens if you're not careful. You can teleport away if that happens, but Superbeast's low hit recovery will make this difficult. For this reason, you'll run from the entrance to the bridge without using Superbeast because a Paladin's normal hit recovery is twice as fast.

Once you're at the bridge, you won't be able to walk through because of the Citizens. Morph into Superbeast and block them with Hoplites and Edyrem then teleport across. Open a TP every now and so you don't lose your position in case you die. You'll find Juris Khan at the very end. Teleport to the far back and TP back to town. Get healed, resummon everything before going back. You can use Sacred Armor but note that you won't be able to teleport if you do. Kill him with Brimstone then teleport in to pick up the charm. Run it until you get +2 Paladin skills.

You can find Teganze to the eastern most part of Torajan Jungles. Torajan Cemetery is at the eastern most part of Teganze. Inside the cemetery is the Symbol of Time. You can destroy it by having your Edyrem remove its invulnerability. This opens the portal to Toraja.

All the monsters in Toraja are invulnerable until attacked by an Edyrem. You'll slowly make your way through by keeping all your Scourges and Edyrems up, then teleporting next to the monsters. Use your merc for support. Whenever your minion count goes down, retreat and re-summon. Keep doing this until you reach Lilith. Once there, thin out the monsters then teleport next to her. Once she's vulnerable, kill her with Brimstone. TP back and cube your

The Ancient RepositoriesKeep in Inventory to Gain BonusRequired Level: 120+(0 to 1) to All Skills(101 to 150)% Bonus to Attack Rating+(11 to 15)% to Spell Damage(6 to 10)% Chance of Crushing BlowCold Resist +(5 to 20)%Lightning Resist +(5 to 20)%Fire Resist +(5 to 20)%

Set Bonus with complete set:50% Increased Chance of Blocking+50 to Holybolt+50 to Arcane Blast+50 to Iron Shield+25% to All Maximum ResistancesAll Resists +500%Damage Reduced by 50%Total Character Defense = 0

Set Bonus with complete set:50% Increased Chance of Blocking+50 to Holybolt+50 to Arcane Blast+50 to Iron Shield+25% to All Maximum ResistancesAll Resists +500%Damage Reduced by 50%Total Character Defense = 0

. When equipped together, they grant us the skills necessary to fight the end boss, Valthek. The entrance to the first stage, the Specter of Hatred, can be found west of Caldeum. The entrance labeled Yshari Sanctum in the center of town leads to the end boss arena.

Unfortunately, several of the enemies here are immune to fire, so we'll have to use our Stormcall gear throughout the dungeon. Note that it's necessary to have our end-game Stormcall weapon,

. Lure him around the arena while dropping Wyrd. Wait until both the slow and OW hits. You can equip additional gear for 100% OW to make this easier. Once you see him bleeding, switch to your main weapon and start hitting him with Magic Missiles.

This stage is no problem either. Just be careful of the Bone Golems. They hit move fast, hit hard and they have a skill that can lock you in hit recovery. Use a potion whenever you get hit by poison. Kill everything with Stormcall and Magic Missiles. Use Slayers for some knockback.

For the boss fight, its not necessary to clear the arena. You can do it before or after fighting Andariel. Just be sure to clear the upper half of the arena so there aren't any distractions. Once you have Andariel following you, distract her with Scourges. Move out of her Plague Avatar. Once your line of sight is clear, hit her with Magic Missiles. If your damage isn't enough to overwhelm her regeneration, you can switch to Brimstone.

This is where it gets tough. Here you'll find Drowned Beasts that hit hard and cast Hailstorm. The miniboss, Chimera, deals devastating elemental damage through trinity beam, ancients' hand and its on-death trinity nova. For this reason, it's recommended to get at least 350% F/C/L resist for a more comfortable journey. MO your rings with more resists and socket your body armor with Thai Runes. While this amount will not be enough to counter a Chimera's trinity beam, it should be enough to let us live with a few shots. Kill everything with Stormcall and Magic Missiles. You can ignore the Iron Golems. Kill the Chimeras with Slayer from around the corners to block the trinity nova.

For the boss fight, it will be difficult to clear the entire arena without having Diablo follow you. You can clear just enough to give some space to fight him. Kill the Chimeras with Magic Missiles and run away from the nova. Once you're ready, use the same strategy for Mephisto. You can destroy his totems with Stormcall or just walk by with VoJ. Note that Diablo is far more dangerous so its best to keep a good amount of distance from him at all times.

This stage is slightly more difficult, but manageable. Beware of the Red-Armed Soldiers and Celestial Descendants. Use Slayers and keep your distance. Use Magic Missiles and kill anything in sight. The mob density is low, but it doesn't take a lot of them to kill you.

For the boss fight, equip

Amok

AmokBows'Ort'Runeword Level: 212% Chance to cast level 9 Gift of Inner Fire when you Kill an Enemy10% Increased Attack Speed+(24 to 35)% Enhanced damage+(1 to 6) to Tantrum+1 Life on Striking

on switch for Tantrum. You can craft this in a T6 short war bow if you don't have any sacred bows. Clear the area near the entrance until you see Baal. Lure him into an open area far from walls. Kill anything he summons with Magic Missiles. Distract him with Edyrems and use Tantrum. It'll be a slow fight, but be sure not to stop using Tantrum until he dies or else he'll regenerate.

You'll find the end boss arena inside Yshari Sanctum in the center of Caldeum. Don't use Superbeast. Equip the sets you've acquired in the dungeon. This will grant you three skills that you'll use to fight Valthek: Holybolt, Iron Shield and Arcane Blast. Holybolt fires a slow moving projectile that deals devastating damage within a short span of time - the only thing that can harm Valthek. It has a 5 second cooldown. Iron Shield renders you invulnerable for a short period of time. This has a long cooldown and inhibits you from using Holybolt so I would not recommend using it. Lastly, Arcane Blast shoots bolts of green lightning at all nearby enemies. Note that these skills can only be used near a Godsman Guard.

You'll find the Seal of the Gods in the center of the arena. Destroying it releases Valthek. He'll pounce on you then use an 8-directional OHKO lightning attack. If you're in his melee range, he'll summons hordes of Godsman Guards. On the other hand, if you're within his spell range, he'll drop several black shadows that burst into flaming novas and use a broadside-like attack that releases numerous mini-fireballs.

A simple strategy would be to lure him, cast Holybolt on pounce, dodge lightning, run away, repeat. Use Arcane Blast to clear the Godsman Guards to make sure you have a clean shot once he pounces. Be careful as he has a habit of feigning fire nova shadows instead of pounce. This method may take you a while, so be patient. Note that there's a faster way to kill Valthek, but it requires more skill and precision and therefore won't be explained in this guide.

Note: These videos were not updated to 1.2 as content remains the same.

WESTERN KINGDOMS

" The Western Kingdoms lie to the west of the Twin Seas and southwards of the Barbarian lands and Mount Arreat. They are envied for their temperate climate and plentiful rainfall which has allowed for the growth of plentiful crops and its population to flourish. "

The Western Kingdoms represent Acts I, II and V.

The Butcher

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Location - Butcher's Lair (Act 1: Tristram)Reward:

The Butcher's Tooth

The Butcher's ToothKeep in Inventory to Gain BonusRequired Level: 4050% Chance of Open Wounds+10 to all Attributes50% Extra Gold from Monsters20% Better Chance of Getting Magic Items

This is arguably one of the more annoying early ubers for this build. Upon entering you will see that the area is a small cave that expands as you go down. You will have to walk further down before you see the Infernal Machine. But as you get close it will start summoning Elite Monsters around it at a rapid rate. You will have to fight your way through all of them before you can even see the Machine. As you can see in the video, I was often slowed and it was hard to make out what was happening until most of the monsters died. Keep kiting and hitting everything until you're able to get close then hit it Brimstone. If you happen to find yourself slowed for a long duration, you can always go back in town and wait for it to expire. Make sure to keep moving and re-summon your minions so they don't focus on you.

Scroll of KingsKeep in Inventory to Gain BonusRequired Level: 60+(8 to 10)% to Spell Damage(16 to 20)% Bonus to All Attributes

Skill Tree:Shadow Influence

Kill Zoltun Kulle in Tal Rasha's Tomb and cast Dark Portal to open the entrance to the old Canyon of the Magi. You can find him right before the entrance to Duriel's Chamber. Once you have your merc ready and all your minions summoned, enter the portal. The area will be filled with a Horadric Mages all around the canyon. Kill them off one by one to avoid getting surrounded once you engage Tal Rasha. Once he's alone, kill him with Slayers.

This uber is full of Sunless Mutants, Revelers and Feyrs that carry Nightmares. Clearing them should be no problem with Brimstone. Though you should still take caution as Sunless Reveler projectiles deal a significant amount of damage. The quest is divided into two parts: obtaining the charm and the upgrade item.

Malic carries the charm. You can find him at the bottom left potion of the map, at the end of the long narrow path leading to a small platform. He shoots homing, slow-moving bolts that instantly kills whatever it hits. A simple strategy would be to clear the path, summon Scourges ahead of you to bait his homing bolts and slowly proceed onto the platform while keeping him distracted with your minions. Once he's within sight, hit him with Brimstone.

Lucion carries the Sunless Crystal Bird: the charm upgrade. You can find him at the western most platform. He has an aura that makes everything around him invulnerable. If the group around him is too thick to proceed, slowly lure them out of his aura's range. Once there's few monsters around him, he's easy to kill. Make sure not to kill him while he's on water or the Sunless Bird will not drop.

The enemies here consist of several Nuns of Vanity, two Clerics, one Crystal Ball and Inarius himself. The Crystal Ball is a tower that lies at the very heart of the Cathedral. It grants invulnerability all enemies inside and shoots a deadly spinning Mind Flay similar to the Death Projector. As you enter, you will need to lure as many enemies as possible into the small room from where you came. After that, you'll need to teleport across the wall to your southwest, run to the far corner and surround yourself with minions. They will shield you from the beam. After the beam has passed, run to where you have a clear line of sight and hit the Crystal ball with Brimstone. If it doesn't immediately go down, run to the opposite corner and surround yourself with summons again. After the beam passes go back to the Crystal and hit it again. Repeat until it goes down. Once the Crystal is destroyed everything else should be easy to kill, including Inarius.

Note: The Crystal Ball's spinning Mind Flay rotates in a counter-clockwise direction unlike the Death Projector.

Note: This video was not updated to 1.2 as content remains the same.

Tran Athulua

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Location - Island of Skartara (Act 2: Halls of the Dead)Reward:

Sunstone of the Gods

Sunstone of the GodsKeep in Inventory to Gain BonusRequired Level: 100Adds (13 to 25)-(26 to 38) fire damageAdds (13 to 25)-(26 to 38) lightning damageAdds (13 to 25)-(26 to 38) cold damageIncrease Maximum Life (11 to 15)%Increase Maximum Mana (11 to 15)%

Skill Tree:Shadow Influence

By now you should know how Tran Athulua works. But be careful because the Amazons in Destruction difficulty come in vastly greater numbers and deal significantly more damage than the preceding game difficulties.

Note: The charm has a 1/6 chance to drop. I had to run this uber several times before I got the charm.

You can access this uber by opening a Dark Portal to the Diamond Gates after killing either Malthael or Imperius in Khalimgrad. Upon entering you'll a long straight path going upward. Go up a few step until you manage to lure the 3 Dark Edyrems standing on guard. Once they follow you, lure them back into the bottom-most part of the map, near the portal. Run straight up then teleport away to lose them, luring Dark Uldyssian along the way. Lure him to the uppermost part of the map. He has a chance to spawn an avatar of either Malthael or Imperius every time he attacks. Surround him in Scourges until an avatar spawns. Once it does, kill it and pick up the charm. Identify it and quickly keybind the Summon Edyrem skill. From here on use the Edyrems to surround him instead of Scourge.

For the charm upgrade, you'll need to obtain both blue and red overlays on your character then cube the charm by itself. In order to do this, you must spawn and kill both avatars within 30 seconds of each other. Doing so will grant you both overlays that will allow you to upgrade the charm. Be quick and cube it before either overlay disappears.

The changes made to this uber makes for a severely tedious time recording a proper upgrade video, and therefore i will not be doing it any time soon. You can refer to the old charm drop and charm upgrade videos by clicking on the links.

Note that the Secret Cow Level can only be accessed after finishing the uberquest - Eve of Destruction.

Use Apocalypse to clear the area. You can find Bull Prince Rodeo in the middle of a fenced area somewhere in the map. You can lure him out by standing near the side of the fence. You need to lure him into a 90° corner wall or the west wall of the enclosures in the map so you don't get hit by his Cow Rush. Watch your health, always recast Vindicate and use a potion when you see it go down. Use Brimstone to kill him.

This uber contains several hard hitting mobs including Harpylisks, Hard Liners, Neon Fiends and Necrobots. The most difficult ones are the Neon Fiends due to their tri-elemental immunity. Here you have two choices: use Apocalypse for everything and Slayers for Neon Fiends, or Stormcall that has less damage but eliminates the need for Slayer. Note that even though Necrobots are vulnerable to spell damage, they can fire lasers that deal heavy damage from up to a screen away, so its important keep moving and dodge their lasers.

While this uber gives no charm, its the only place where you can find the three Great Runes - Taha, Ghal and Qor.

While the uber itself isn't that hard, the fact that you have to cross Fauztinville to reach the entrance makes this more difficult than necessary. To reach the portal to Bremmtown, you have to go down from the entrance then turn right until you reach a short narrow path. Cross it then go north until you reach a platform that looks like a Canyon of the Magi waypoint. You can also check out the map here. Note that this map does not show the narrow path that bridges the path to the right and the road to the portal.

Once you reach the portal, recast all your buffs and summon your minions. As you enter, the statue near the entrance will break and grant you an orange buff that lasts for 3 minutes. You can only finish this uber while the buff is active. If you die or go over the time limit, you'll have to make a new game and start over.

The place will be full of invisible Howling Spirits that pounce on you once you're within range. Be careful as they tend to pounce in groups. The strategy will be to summon scourges ahead of you then cast Apocalypse once they pounce on it. Continue along the path until you turn right. At the end of the path you'll find the Dark Star Dragon. You'll also see a line on the ground. Do not cross it, else the Dragon will shoot a spinning mind flay. Wait for the Dragon to come near you. Once its in sight, hit it with Brimstone. It'll die fast. TP back to town and cube your class charm with an arcane crystal before the swirlies disappear.

Note: This video was not updated to 1.2 as content remains the same.

Xazax

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Location - Wretched Sands (Act 2: Maggot Lair - Duriel's Lair)Reward:

Xazax's Illusion

Xazax's IllusionKeep in Inventory to Gain BonusRequired Level: 120+(0 to 2) to Assassin Skill Levels+(0 to 2) to Amazon Skill Levels+(0 to 2) to Druid Skill Levels+(0 to 2) to Barbarian Skill Levels+(0 to 2) to Sorceress Skill Levels+(0 to 2) to Paladin Skill Levels+(0 to 2) to Necromancer Skill Levels(11 to 15)% Faster Run/WalkReplenish Life +(100 to 250)Poison Resist +(26 to 50)%Cannot Be Frozen

Skill Tree: EitherGear Check:Stormcall Gear

You can find the entrance to the far right of where you meet Tyrael. This uber consists of three levels. The first two levels consist of huge mazes that house maggot eggs that spawn unkillable maggots on death. They deal heavy poison damage. Its important to note that you cannot use potions while in the first two levels so be careful not to get hit by the maggots. In case you do, TP back to town and get healed by Fara or Atma. The third level is a small stage where Xazax awaits you at the top. He casts punishers, devouring cloud and uses meteor shower after turning you into a maggot that brings down your fire resist into negative values. He also summons unkillable Pertinents whenever he teleports on hit. They move fast and use death blossom on attack.

The general strategy will consist of casting Slayers near Xazax while dodging his spells. Use a potion whenever you get hit by devouring cloud. Once he summons a Pertinent, lure it to any far corner that's not the entrance. Your goal is to kill him before he summons too many Pertinents. Take note not to use VoJ as this might cause him to summon more Pertinents. Once there are too many Pertinents to safely lure into the corners, you can try to lure them all into a single corner and wait for them to kill you. Repeat until he's dead. Xazax will also drop an Ancient Book that can be used to upgrade

The Glorious Book of Median

The Glorious Book of MedianKeep in Inventory to Gain BonusRequired Level: 100+1 to All Skills+13 damage+(51 to 75)% Damage to DemonsAll Resists +(11 to 15)%(0 to 3)% Reanimate as: Groupie(101 to 125)% Extra Gold from Monsters

later on. Run it until you get +2 Paladin skills.

Note: This video was not updated to 1.2 as content remains the same.

Duncraig

► Show Spoiler

Location - Cave (Act 1: Cold Plains)Reward:

Demonsbane

DemonsbaneBy Robert MarksKeep in Inventory to Gain BonusRequired Level: 100+(0 to 2) to Amazon Skill Levels+(0 to 2) to Assassin Skill Levels+(0 to 2) to Barbarian Skill Levels+(0 to 2) to Druid Skill Levels+(0 to 2) to Necromancer Skill Levels+(0 to 2) to Paladin Skill Levels+(0 to 2) to Sorceress Skill LevelsReplenish Life +50

This uber contains Slain Souls, Necromorbs and Assur. Each Slain Soul is immune to a random damage type. They move fast and hit hard. The most dangerous ones are the Magic immune Slain Souls as they throw exploding barrels that will kill you if you get caught in its aoe. You'll need to dodge these barrels the moment you see them. You can spot them by keeping an eye out for thrown barrels and ignited gunpowder trails. Necromorbs are small, physical immune orbs that fire magic bolts from a distance. Assur, the boss, is in the platform right above the entrance. He's immune to everything and deals heavy fire damage.

as he can only be damaged using Purify skill. You can make this by cubing a

Ring of the Five

Ring of the FiveRing of the Five (Sacred)Required Level: 100Adds 7-13 damage+50% Damage to Undead-250 DefenseIncrease Maximum Life 5%+2 to Light Radius

, which has a drop to chance from any monster in Duncraig, with 5 seals from 5 minibosses spread across the map. See the map below for their locations:

Several platforms require you to teleport to enter. Every platform is full of Slain Souls so you need to be careful where you land. Summon everything, buff with Vindicate and use a potion before jumping in. Cast Slayers for knockback and try to hold out until you can use Sacred Armor. Kill everything with Stormcall.

. You can lure him out by summoning Edyrems next to the wall. He'll pounce on it. Try to hit him with normal attacks until you manage to apply Open Wounds then use Purify. He'll die to one Purify if you manage to apply OW, otherwise it takes 10 shots. Run it until you get +2 Paladin skills.

Use Pentagram. Move around the stage and cast Pentagram as baal approaches. Whenever he summons a minion or vision, lure them away and kill them with Brimstone.

Skill Tree:Shadow InfluenceGear Check:Stormcall Gear

Alternatively, you can use Slayers. The same strategy used in Terror Baal still applies. The only difference is that whenever he summons a minion or vision, you have to lure them away and kill them separately. Keep moving and drop Slayers along the way. You can also respec and smax Slayer for more damage. Note that the video does not show the entire fight as it was too long to record.

Note: These videos were not updated to 1.2 as content remains the same.

" The Wastelands are a murky world located on the edge of Pandemonium. They are constantly in flux, and are without true form. Those who enter the Wastelands can find themelves feeling disorientated and under emotional assault, and can find themselves lost in the realm. "

The Wastelands represent all areas that not in the mortal plane, and might be accessed from any act.

Zakarum's EarKeep in Inventory to Gain BonusRequired Level: 80(6 to 10)% Bonus to All Attributes+(16 to 25)% to Experience Gained

Skill Tree:Shadow Influence

Find Izual in the Plains of Despair. Killing him will grant you a red overlay that allows you to open a Dark Portal to Khalimgrad. The area will be filled with Ethereals and punisher-shooting Lightwell gargoyles. There will also be a number of invulnerable Zakarum's Avatars spread around the area. Killing an ethereal will release a shockwave that weakens all enemies and breaks the shield of an Avatar. Use this chance to kill the Avatar. They have a 1/6 chance of dropping the charm. Be careful exploring the area as you might come across Malthael or Imperius and get nuked.

The Book of LiesKeep in Inventory to Gain BonusRequired Level: 60+(51 to 500) to Life+(51 to 500) to Mana

Skill Tree:Shadow InfluenceGear Check:Stormcall Gear -> Fire Gear

This uber contains Elite Monster, several of which are fire immune. For this reason we'll be using Stormcall until we reach Belial, then go back to town and re-equip our Brimstone gear.

Summon Magha by activating the left seals on Chaos Sanctuary. Kill him and you'll get a red overlay that allows you to open a Dark Portal to the Realm of Lies. Upon you entering, you'll notice there are unclickable chests. These are traps that constantly fire off burn novas that will quickly drain your life down to one. Try to proceed as fast as you can to avoid getting hit by the burn novas. If you get hit, go back to town and get healed until the curse is gone. Always re-summon your minions. There will be punishers everywhere so its important to have your Scourges up all the time. Remember to keep a finger on your potions in case you get hit.

Once you're near Belial he'll pounce on you, summon Ratfinks and use punisher barrage. Blink out of danger and go back to town to switch gear. If you feel that you can lure the Ratfinks away without getting pounced, unsummon all your minions and lure them away. Re-summon Scourges before engaging Belial. Once he's in sight, use Brimstone. If all your minions die before he's dead, retreat and go back to town. Repeat until he's dead.

Note: This video was not updated to 1.2 as general strategy remains the same, only the method of entrance was changed.

Summon Buyard Cholik by activating the northern seal on Chaos Sanctuary. Kill him to get a red overlay that allows you to open a Dark Portal to the Black Road.

From the entrance proceed north and you'll find a towering bone prison at the center of the stage. You need to destroy the prison to release Kabraxis. Before you do, kill all the Shadowselves in the area. Set up Slayers in the spot where you want to fight him then go on to destroy the prison with Pentagram. Keep your distance as the prison will shoot punishers at nearby enemies. Once its destroyed, go back to your Slayers. He'll pounce on you and summon more shadows once he's out. He'll also cast various spell and slow your movement. Walk around him in a circular manner while casting Pentagram with every step. If he's positioned where you can't circle him, walk back and forth to dodge his spells. Use a potion whenever you get hit by punishers. Note that he heals a small percent of his life whenever he kills anything. Keep casting Pentagram until he dies.

Skill Tree: EitherGear Check:Stormcall Gear

Alternatively, you can use Slayers instead of Pentagram. The same strategy applies.

Note: This video was not updated to 1.2 as general strategy remains the same, only the method of entrance was changed.

World Nexus

► Show Spoiler

Location - Ruins of Ureh (Vizjerei Temple - Caldeum)Reward:

The Sleep

The SleepCube with Trophy to Add BonusKeep in Inventory to Gain BonusRequired Level: 100

Skill Tree:Light InfluenceGear Check:Dedicated Witch Gear

Possible, but I have not yet tested.

Archbishop Lazarus

► Show Spoiler

Location - Genesis (Act 3: The Proving Grounds)Reward:

The Glorious Book of Median

The Glorious Book of MedianKeep in Inventory to Gain BonusRequired Level: 100+1 to All Skills+13 damage+(51 to 75)% Damage to DemonsAll Resists +(11 to 15)%(0 to 3)% Reanimate as: Groupie(101 to 125)% Extra Gold from Monsters

Skill Tree:Light InfluenceGear Check:Dedicated Laz Gear

Possible, but I have not yet tested.

Credits

To put a close to this guide, I would like to thank everyone in the MXL Team for making such a wonderful mod of one of my favorite childhood games. Thank you for all the hard work you put into this masterpiece. I would also like to thank the community for having been so welcoming and helpful when I first got here a few months ago. Special thanks to Rishab and Aerial for the maps I used in the level challenges above. And most importantly I would like to thank you for taking the time to read my guide. I hope you found this helpful!

Alternate End Game Setups

This UHC setup compilation is courtesy of L H. Thanks!

Before we begin, read this and check out the links that follow each one. These will help to teach you what you can find on your items when you're crafting. This is very useful since you'll see a lot of crafted items listed as the gear pieces in each of these alternate setups:

If you click the following link, it will take you to the Affixes page, where you can customize your search for the item/affix you want to find. This will let you know what the maximum rolls can be for that item: Affix Table.

This next link takes you to the Shrine Bonuses page, which will help you determine the maximum possible rolls for the shrine that you are using and the item that you are using it on: Shrine Bonuses Table.

) if you feel you're still low on that area. This character is a great Triune farmer, but it can be frustrating if you haven't prepared enough cold resist to deal with the Kraken Guards. Consider more Perfect Onyx's to get up to 90% Cold Resist.

For your weapon, you'll want Perfect Sapphires, since the Mana After Kill will also be super helpful in replenishing your mana with the Lorenado spam.

For your buff items, socket Nih runes for buff duration bonus.

Mystic Orbing

Weapon: Life after KillArmors: %ED, then Poison Spell or %FHRCrafts: You'll get the best results from

Lodestone

LodestoneMystic OrbCube Reagent

Cube with Any Armor to Add Bonus+5% to Spell DamageRequirements +10%+10 Required Level

UMOs since they'll add 20% to all spell damage per UMO, and the +20% requirements are negligible with Stormlord putting us around 1000 to all stats with gear and charms equipped. If you can't afford or find enough of those, go with %ED, Poison Spell, or All Resist.Rings/Amulet: Resist MO's to Fire/Light/Cold. Don't worry about Poison since Tainted Blood covers that. MO as your character needs. If you feel fine on resists, drop some +100 Defense MO's on there. It comes out to be a huge bonus from Tainted Blood.

Shrine Crafting/Blessing

For your helmet, you need a Blackguard Helm or Hundsgugel. If it's not rare, you can make it white with the proper Cube Recipe (check the docs if you don't know) and imbue it with Charsi's Horadric Malus quest. If you do this, be sure your character is at least Lvl 95, since imbuing gives the item an ilvl of "clvl + 4", and we want to have an ilvl 99 craft for the maximum rolls possible.

You want to find +3-5 Pala skills and Lorenado oskill. Those two should be your priority, Lorenado being a requirement. From there, you need to keep an eye out for poison pierce to help make sure you hit the -120% Enemy Poison Resist cap with all of your gear equipped to maximize your damage. Use the Affix and Shrine Bonus Tables to see the maximum poison spell/pierce rolls that you can get with Shimmering Shrines on Paladin Helms. From there, you're going to want to keep an eye out for %ED (can be MO'd).

For your belt, use the Affix and Shrine Bonus Tables again. Just keep in mind, crafted belts can also roll up to +2 Paladin Skills. Not required, but certainly helpful.

Find a pair of Rare Sacred Greaves and roll it down to ilvl 1 to begin your craft. Why do we ZOMG these before crafting? Boots don't gain poison spell/pierce on their own (check Affix Table), so there's no reason to craft an item that will have a required level upwards of the 80s when you can make the same thing with a lvl 40 requirement. This opens up a ton of MO space to make a more powerful craft. Poison spell/pierce on these comes directly from the Shrine Bonus. On top of that, you'll want some %ED.

Make sure to shrine bless all of your crafts to give them a second dose of the shrine bonus!

Stats and Skill Plan

► Show Content

Strength: NoneDexterity: NoneVitality: NoneEnergy: All

Note: Stormlord and charms should cover more than enough attributes to equip your gear without investing any points into Str/Dex. If you don't have all your charms and need to spend some there, do it.

Some players as UHC Paladins prefer to go full Vitality to help boost the effect of Tainted Blood's life regen per second and to create a tanky caster class. I had never really found a need for that much life in this poison setup, so I skipped over it for more damage and mana.

If you feel more comfortable as a full Vitality spec or half-Vit/half-Ene, go for it.

Superbeast only gains 1-2% spell damage per point, so investing hard points might not be wise. The nice thing about it is that it will boost VoR, Slayer, and Lorenado all together, so it could be a better investment than VoR.

I personally choose the Light Influence for this spec because it feels more beneficial. Lorenado almost always puts us in melee range of monsters as we basically follow the tornadoes and run past the poisoned monsters, and the speeds from Rapture are nice, let alone the avoid on Hoplites making them more useful than Scourges. If you have enough speed cycles and speeds from jewels and gear, then feel free to invest in the Shadow Influence for Euphoria. Another reason that I skipped Shadow for Light is that I was already capped at the poison pierce for enemies with my gear and jewelry, so I had no need for Euphoria to boost it further, as this was more of a farming spec than a boss-killer (most bosses are poison immune anyways).

Gameplay

► Show Gameplay

Pretty straightforward gameplay. Use whatever items you have on switch for buffing up your Rapture, Superbeast, VoR, SoD, and Tainted Blood, then switch back to your main gear, and blast away with Lorenado. Check out the video below. You basically just follow wherever you cast the Lorenadoes, and in a lot of cases, if enemies don't immediately melt in front of you, they'll tag along behind you, and often you will end up running faster than the Lorenadoes travel, so they'll just run directly into the poison as you move forward.

Poison/Cold Caster - Hive and Pestilence/Hailstorm and Shatter The Flesh

On Switch: (Some cheaper options. Use one or both, depending on how much item switching you tolerate.)Weapon:Shimmering Crafted Paladin Spear: Pestilence oskill (can cast then switch to main weapon and skill remains until duration runs out)Weapon:

SocketingMost of your sockets will be filled with Zod-crafted jewels for up to 4% cold or poison spell damage and 15 Energy Factor per jewel, amongst other affixes like speeds, resistances, life, and attributes.

A great crafted jewel would be a Zod-craft with the following affixes:

Weapon: Life after KillArmors: %ED, Cold Spell, Poison Spell, or FHRCrafts: You'll get the best results from

Lodestone

LodestoneMystic OrbCube Reagent

Cube with Any Armor to Add Bonus+5% to Spell DamageRequirements +10%+10 Required Level

UMOs since they'll add 20% to all spell damage per UMO, and the +20% requirements are pretty negligible with Stormlord putting us around 1000 to all stats with gear and charms equipped. If you can't afford or find enough of those, you can go with %ED, Cold Spell, or All Resist.Rings/Amulet: Resist MO's to Fire/Light/Cold. Don't worry about Poison since Tainted Blood covers that. MO as your character needs. If you feel fine on resists, drop some +100 Defense MO's on there. It comes out to be a huge bonus from Tainted Blood.

Find yourself a pair of Rare Sacred Greaves for the highest possible defense and roll it down to ilvl 1 to begin your craft. Why do we ZOMG these before crafting? Boots don't gain cold/poison spell/pierce on their own (check Affix Table), so there's no reason to craft an item that will have a required level upwards of the 80s when you can make the same thing with a lvl 40 requirement. This opens up a ton of MO space to make a much more powerful craft. Cold spell/pierce on these will come directly from the Shrine Bonus. On top of that, you'll want some %ED.

For your belt, you'll want an ilvl99 Plated Belt. You can use the Affix and Shrine Bonus Tables to determine the maximum rolls. Just keep in mind, crafted belts can also roll up to +2 Paladin Skills. Glacial Nova proc when struck can also spawn. Not required, but certainly helpful for crowd control and we will already have a nice amount of cold spell/pierce.

Make sure to shrine bless all of your crafts to give them a second dose of the shrine bonus!

Stats and Skill Plan

► Show Content

Strength: NoneDexterity: NoneVitality: HalfEnergy: Half

Note: Stormlord and charms should cover more than enough attributes to equip your gear without investing any points into Str/Dex. If you don't have all your charms and need to spend some there, do it.

Some players as UHC Paladins prefer to go full Vitality to help boost the effect of Tainted Blood's life regen per second and to create a tanky caster class. I chose to split into half-Vit and half-Ene. If your kill speed feels fine with 50/50, then you can consider going full Vitality to create a stronger tank. If it's the opposite and your damage feels weak, you can consider going full Energy for more spell damage and boost from Energy Factor.

Another reason to consider putting points into Energy is because Hailstorm/StF are expensive skills to spam. Your mana will drain pretty quickly if you rely on them to spread damage.

Superbeast only gains 1-2% per point in the current patch, so investing hard points in it isn't nearly as beneficial as it was in the past. The nice thing about it is that it will boost Vessel of Retribution, Hive, Pestilence, Symphony of Destruction, Shatter the Flesh, and Hailstorm all together, so it could be a better investment than leftovers into just VoR.

I personally choose the Light Influence for this spec because it feels more beneficial. The speeds from Rapture are nice, and the avoid on Hoplites make them more useful than Scourges. The Shadow Influence doesn't provide any benefit to the build at all. We will already be near the cap pierce amount for general enemies, so there's no need to spec into Euphoria.

Gameplay

► Show Gameplay

Buff yourself with your passives and buff gear. If you roll a Pestilence Paladin Spear to use in tandem with the other skills, make sure it is your switch weapon after buffing, since it only lasts 20sec at a time. Cast Pestilence, switch back to your main, and spam your Hailstorms around as you move forward. Monsters will run themselves into the Hailstorms and Hive clouds and Pestilence whirlwind. Once you get a few corpses, spam Shatter the Flesh around. Leftover cold immunes will die off from any of the three poison spells you have available or from VoR if they get close enough.

With this build, you just need to make sure you keep moving forward, then circle back, as you'll need to spread the Pestilence and Hive clouds around and to activate the monster AI so they begin to follow you around into the poison and cold spells. It's a quick clearspeed once you get the hang of the movement.

SocketingMost of your sockets will be filled with Zod-crafted jewels for up to 4% fire spell damage and 15 Energy Factor per jewel, amongst other affixes like speeds, resistances, life, and attributes.

A great crafted jewel would be a Zod-craft with the following affixes:

You can also socket Perfect Gems for resistances/max resistances (Bloodstone, Amber, Turquoise, or Onyx) if you're still low on that area. This setup is great for Triune too, so make sure if you're farming there that you have 90% Cold Resist (Use Perf Onyx's if you need more max cold after charms/gear).

belt, be sure to properly prepare your base belt before making the RW:Make it into a Superior Plated Belt, use Oil of Renewal until you get 30-35%ED AND zero or two sockets. Use Oil of Luck to try to get 20%ED/1%DR (DR isn't such a big issue because of our Blessed Life skill, but it looks nice). If the Oil of Luck fails, go back to the Renewal stage and continue doing that. Once you get a successful Luck roll, add 5x 15%ED MO's on it (so it has +20 Level Req), then socket your jewel and Auhe Rune. This is the best way to break the %ED Cap and maximize the defense on the item.

Mystic Orbing

Weapon: Life after KillArmors: %ED, Fire Spell, or FHRCrafts: You'll get the best results from

Lodestone

LodestoneMystic OrbCube Reagent

Cube with Any Armor to Add Bonus+5% to Spell DamageRequirements +10%+10 Required Level

UMOs since they'll add 20% to all spell damage per UMO, and the +20% requirements are pretty negligible with Stormlord putting us around 1000 to all stats with gear and charms equipped. If you can't afford or find enough of those, go with %ED, Fire Spell, or All Resist.Rings/Amulet: Resist MO's to Fire/Light/Cold. Don't worry about Poison since Tainted Blood covers that. If you're fine on resists, drop some +100 Defense MO's on there. It comes out to be a huge bonus from Tainted Blood.

Find Rare Sacred Greaves and roll them down to ilvl 1 to begin your craft. Why do we ZOMG these before crafting? Boots don't gain fire spell/pierce on their own (check Affix Table), so there's no reason to craft an item that will have a required level upwards of the 80s when you can make the same thing with a lvl 40 requirement. This opens up a ton of MO space to make a more powerful craft. Fire spell/pierce on these will come directly from the Shrine Bonus. On top of that, you'll want some %ED.

For your armor, you'll want an ilvl99 Body Armor (ideally the higher defense ones such as Full Plate Mail or Ancient Armor). You can use the Affix and Shrine Bonus Tables to determine the maximum rolls. Keep in mind, crafted armors can roll +2 all skills. Teleport proc when struck can also spawn. It's really great in some instances where it will teleport you out of a mob and to safety, but it's a double-edged sword in that it can also teleport you right into another mob.

Make sure to shrine bless all of your crafts to give them a second dose of the shrine bonus!

Stats and Skill Plan

► Show Content

Strength: NoneDexterity: NoneVitality: HalfEnergy: Half

Note: Stormlord and charms should cover more than enough attributes to equip your gear without investing any points into Str/Dex. If you don't have all your charms and need to spend some there, do it.

[spoil=Notes on Stat Allocation]I chose to split half-Vit, half-Ene. If your kill speed feels fine with 50/50, then you can consider going full Vitality to create a stronger tank. If it's the opposite and your damage feels weak, you can go full Energy for more spell damage and boost from Energy Factor.

Another reason to consider putting points into Energy is because Cataclysm is an expensive skill to spam. Your mana will drain pretty quickly.

Superbeast only gains 1-2% spell damage per point, so investing in it isn't the outright best idea. The nice thing about it though is that it will boost VoR, Cataclysm, Path of Flames, and Slayer all together, so it could be a better investment than leftovers into just VoR.

I chose the Light Influence for this spec because it feels more beneficial. The speeds from Rapture are nice, and the avoid on Hoplites makes them more useful than Scourges. The Shadow Influence really doesn't provide any benefit to the build at all. We only have to focus on Fire pierce, so there's no need to spec into Euphoria to gain pierce to all elements and lose the Light influence buffs in the process.

Gameplay

► Show Gameplay

Buff yourself with your passives and switch buff gear. Spam your Cataclysms as you move forward. Any monsters within melee range of you will burn to Path of Flames and VoR. Cataclysm up in close range also does massive damage because many more fireballs hit the same target versus being long range, so if you're comfortable with it, walk into or lure monsters into a pack first, then blast them, instead of trying to snipe them from a screen away. Use your 1pt Slayer skill for immunes or just let them run into your Vessel.

Most of your sockets will be filled with Zod-crafted jewels for up to 4% fire or phys/magic spell damage and 15 Energy Factor per jewel, amongst other affixes like speeds, resistances, life, and attributes.

A great crafted jewel would be a Zod-craft with the following affixes:

You can also socket Perfect Gems for resistances/max resistances (Bloodstone, Amber, Turquoise, or Onyx) if you feel you're still low on that area. This setup is great for Triune too, so make sure if you're farming there, that you have 90% Cold Resist (Use Onyx's if you need more max cold after charms/gear).

belt, be sure to properly prepare your base belt before making the RW:Make it into a Superior Plated Belt, use Oil of Renewal until you get 30-35%ED AND zero or two sockets. Use Oil of Luck to try to get 20%ED/1%DR (DR isn't such a big issue because of our Blessed Life skill, but it looks nice to have). If the Oil of Luck fails, go back to the Renewal stage and continue doing that. Once you get a successful Luck roll, add 5x 15%ED MO's on it (so it has +20 Level Req), then socket your jewel and Auhe Rune. This is the best way to break the %ED Cap and maximize the defense on the item.

Armors: %ED, Fire or Phys/Magic Spell, or FHRCrafts: You'll get the best results from

Lodestone

LodestoneMystic OrbCube Reagent

Cube with Any Armor to Add Bonus+5% to Spell DamageRequirements +10%+10 Required Level

UMOs since they'll add 20% to all spell damage per UMO, and the +20% requirements are negligible with Stormlord putting us around 1000 to all stats with gear and charms equipped. If you can't afford or find enough of those, go with %ED, Fire or Phys/Magic Spell, or All Resist.Rings/Amulet: Resist MO's to Fire/Light/Cold. Don't worry about Poison since Tainted Blood covers that. If you're fine on resists, drop some +100 Defense MO's on there. It comes out to be a huge bonus from Tainted Blood.

Shrine Crafting/Blessing

For your armor, you'll want an ilvl99 Body Armor (the higher defense ones such as Full Plate Mail or Ancient Armor). You can use the Affix and Shrine Bonus Tables to determine the maximum rolls. Keep in mind, crafted armors can roll +2 all skills. Teleport proc when struck can also spawn. It's really great in some instances where it will teleport you out of a mob and to safety, but it's a double-edged sword in that it can also teleport you right into another mob.

Make sure to shrine bless all of your crafts to give them a second dose of the shrine bonus!

Stats and Skill Plan

► Show Content

Strength: NoneDexterity: NoneVitality: NoneEnergy: All

Note: Stormlord and charms should cover more than enough attributes to equip your gear without investing any points into Str/Dex. If you don't have all your charms and need to spend some there, do it.

Some players as UHC Paladins prefer to go full Vitality to help boost the effect of Tainted Blood's life regen per second and to create a tanky caster class. I chose to split 50% into Vitality and 50% Energy. If your kill speed feels fine with 50/50, then you can consider going full Vitality to create a stronger tank. If it's the opposite and your damage feels weak, you can consider going full Energy for more spell damage and boost from Energy Factor.

Superbeast only gains 1-2% spell damage per point, so investing extra points in it might not be your best option. The nice thing about it though is that it will boost VoR, Wrath, and Path of Flames all together, so it could be a better investment than leftovers into just VoR.

I chose the Light Influence for this spec because it feels more beneficial. The speeds from Rapture are nice, and avoid on Hoplites make them more useful than Scourges. The Shadow Influence doesn't provide any benefit to the build at all. We only have to focus on Fire pierce (Phys/Magic pierce doesn't exist as an affix), so there's no need to spec into Euphoria to gain pierce to all elements and lose the Light influence buffs in the process.

Gameplay

► Show Gameplay

Buff yourself with your passives and buff gear and Path of Flames. Drop a few Wraths as you move forward. You'll notice a short delay in the explosion, almost like a bomb fuse, but it deals fire and physical spell damage at the same time. Once you start dropping them in a line and lure monsters in a trail behind you, you'll wipe out long lines of enemies at one time. Any monsters within melee range of you will burn to Path of Flames and VoR. Wrath up in close range also does more damage because many more burning stones hit the same target versus being long range. Because it deals the double-element damage per hit, you shouldn't need to worry too much about immune monsters.

belt, be sure to properly prepare your base belt before making the RW:Make it into a Superior Plated Belt, use Oil of Renewal until you get 30-35%ED AND zero or two sockets. Use Oil of Luck to try to get 20%ED/1%DR (DR isn't such a big issue because of our Blessed Life skill, but it looks nice to have). If the Oil of Luck fails, go back to the Renewal stage and continue doing that. Once you get a successful Luck roll, add 5x 15%ED MO's on it (so it has +20 Level Req), then socket your jewel and Auhe Rune. This is the best way to break the %ED Cap and maximize the defense on the item.

Armors: %ED if you're not at 200% already, then go for Fire Spell or FHR if you need that stillCrafted Armors: You'll get the best results from

Lodestone

LodestoneMystic OrbCube Reagent

Cube with Any Armor to Add Bonus+5% to Spell DamageRequirements +10%+10 Required Level

UMOs since they'll add 20% to all spell damage per UMO, and the +20% requirements are pretty negligible with Stormlord putting us up around 1000 to all stats with gear and charms equipped. If you can't afford or find enough of those, you can just go with %ED, Fire or Phys/Magic Spell, or All Resist.Rings/Amulet: These spots will be best used for your Resist MO's to Fire/Light/Cold. Don't worry about Poison since Tainted Blood covers more than enough of that. You can get up to 50% to one resist with just 5 MO's at +20 level requirement. The rare rings/amulets that you will be using will more than likely be req lvl 66, so you can fit 50% fire, 50% light, and 30% cold, for example. MO as your character needs. Not everyone will be the same. If you feel that you're fine on resists, drop some +100 Defense MO's on there. It comes out to be a huge bonus from Tainted Blood.

Find yourself a pair of Rare Sacred Greaves for the highest possible defense and roll it down to ilvl 1 to begin your craft. Why do we ZOMG these before crafting? Boots don't gain fire spell/pierce on their own (check Affix Table), so there's no reason to craft an item that will have a required level upwards of the 80s when you can make the same thing with a lvl 40 requirement. This opens up a ton of MO space to make a much more powerful craft. Fire spell/pierce on these will come directly from the Shrine Bonus. On top of that, you'll want some %ED as well.

Make sure to shrine bless all of your crafts to give them a second dose of the shrine bonus!

Note: Stormlord and charms should cover more than enough attributes to equip your gear without investing any points into Str/Dex. If you don't have all your charms and need to spend some there, do it.

[spoil=Notes on Stat Allocation]This build is meant to be a melee spell proc tank. Terror Strike will give us loads of defense and spell damage, on top of or other skills like Tainted Blood and Superbeast. You'll want the full Vitality spec to reinforce the tankadin with this spec.

Superbeast only gains 1-2% per point in the current patch, so investing hard points in it isn't nearly as beneficial as it was in the past. The nice thing about it is that it will boost Vessel of Judgment, Symphony of Destruction, Exorcism, and all of the fire procs that we have, but leftovers are better spent in Terror Strike than Superbeast for that reason, along with the boost in Defense too.

If you feel you need more Life on Attack to stay invincible, then you can drop more points into Hymn, but if you MO it on your weapon, and have 1-pt in Hymn, you should be perfectly fine without more investment, apart from just adding some to boost the duration on it.

I choose the Shadow Influence for this spec because it feels more beneficial. As you can see in the gear, we have lots of fire spell procs, but we don't have the gear to support the procs with fire pierce besides a few crafts and jewelry. Euphoria will help put us up at the numbers that we need to maximize the damage potential.

Gameplay

► Show Gameplay

Buff yourself with your passives and switch buff gear and Path of Flames and Hymn. Swing Terror Strike, then switch to Exorcism and spam click or hold down RMB to victory. Switch between Terror Strike and Exorcism as needed to make sure the TS buff remains up at all times. With the amount of fire spell/pierce that you have at this point, Path of Flames will virtually let wander through mobs without even having to attack to kill them, but without attacking, you lose out on all the fire procs that make this build hilarious and fun to watch. Exorcism, after all, is the core of the build. Might as well use it!

Exorcism is a spread-spell, meaning it jumps from target to target and spreads its damage across the infected enemies. You'll be able to tell which ones are being exorcised because they turn red, similar to how they'd look with a Doom curse proc. With this setup, and 80% of charms, you're looking at an Exorcism duration of 20+ seconds, so in theory, if you miss the days of the Lazydin (credit evil_potato), then you can very easily swing Exorcism once or twice per mob and let it spread around, and just wander around and wait for enemies to die from Path of Flames, Exorcism, and your Vessel. Only downside there is that you miss out on all of the fun fire procs on attack.

If you choose to use the three pieces of the Cinadide set, you don't gain anything useful. The only benefit is the Cannot Be Frozen affix, but you gain that from Xazax's charm (see above in the charm section how to complete this with your regular UHC Mindflay setup).

Check out this guide for an alternative Stormcall guide, written by ChuckNoris, that makes use of summons and reanimates and a different oskill for lightning immunes. The Stormcall skill is basically an invisible nova that hits every enemy on screen with lightning and physical damage per cast. I'm including this here since it's an oskill based Paladin caster. I have also written a Stormcall setup (see below), but it's a bit different than the way Chuck created his, which is why I've placed both in this guide.

Most of your sockets will be filled with Zod-crafted jewels for up to 4% light spell damage and 15 Energy Factor per jewel, amongst other affixes like speeds, resistances, life, and attributes.

A great crafted jewel would be a Zod-craft with the following affixes:

4% Light Spell Damage+15% FHR/FCR (whichever and if needed)2% Vitality or Energy+40-50 Life

You can also socket Perfect Gems for resistances/max resistances (Bloodstone, Amber, Turquoise, or Onyx) if you feel you're still low on that area.

For your buff items, socket Nih runes for buff duration bonuses.

Mystic Orbing

Weapon: Life after Kill, %Light SpellArmors: %ED if you're not at 200% already, then Light Spell or FHRCrafted Armors: You'll get the best results from

Lodestone

LodestoneMystic OrbCube Reagent

Cube with Any Armor to Add Bonus+5% to Spell DamageRequirements +10%+10 Required Level

UMOs since they'll add 20% to all spell damage per UMO, and the +20% requirements are negligible with Stormlord putting us around 1000 to all stats with gear and charms equipped. If you can't afford or find enough of those, you can go with %ED, Light Spell, or All ResistRings/Amulet: Resist MO's to Fire/Light/Cold. Don't worry about Poison since Tainted Blood covers that. MO as your character needs. Not everyone will be the same. If you're fine on resists, drop some +100 Defense MO's on there. It comes out to be a huge bonus from Tainted Blood.

Find yourself a pair of Rare Sacred Greaves and roll it down to ilvl 1 to begin your craft. Why do we ZOMG these before crafting? Boots don't gain light spell/pierce on their own (check Affix Table), so there's no reason to craft an item that will have a required level upwards of the 80s when you can make the same thing with a lvl 40 requirement. This opens up lots of MO space to make a more powerful craft. Light spell/pierce will come directly from the Shrine Bonus. You'll also want some %ED.

Make sure to shrine bless all of your crafts to give them a second dose of the shrine bonus!

Stats and Skill Plan

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Strength: NoneDexterity: NoneVitality: HalfEnergy: Half

Note: Stormlord and charms should cover more than enough attributes to equip your gear without investing any points into Str/Dex. If you don't have all your charms and need to spend some there, do it.

Some players as UHC Paladins prefer to go full Vitality to help boost the effect of Tainted Blood's life regen per second and to create a tanky caster class. I chose to split 50% into Vitality and 50% Energy.

Superbeast only gains 1-2% per point in the current patch, so investing hard points in it isn't nearly as beneficial as it was in the past. The nice thing about it is that it will boost Vessel of Retribution, Symphony of Destruction, both elements of Stormcall, and Slayer if you choose to use that for immunes.

Gameplay

► Show Gameplay

Buff yourself with your passives/buff gear. Spam Stormcall and drop Slayers. Any monsters within melee range of you will get knocked down from VoR.

over other far more useful weapons, beside the 25% life boost. You're taking away a primary spot for a caster's strength for pierce, skills, and spell damage, just to gain some life. Worth it?

I only used it during the Trial of Knowledge and Trial of Blood because I would rather compromise my damage if it meant a better chance of surviving. I'll edit and clarify that part. Although I was certainly lacking damage in T Fauzt, I think I did just fine in Terror TA even with a lower damage output. But yes, there could have been better options.

@Goodkidscc

Ring of Light was indeed strong, but the problem was that it only hits whatever stands over the ring. It didn't hit anything inside or outside. In this regard I think pentagram still works better.

over other far more useful weapons, beside the 25% life boost. You're taking away a primary spot for a caster's strength for pierce, skills, and spell damage, just to gain some life. Worth it?

I only used it during the Trial of Knowledge and Trial of Blood because I would rather compromise my damage if it meant a better chance of surviving. I'll edit and clarify that part. Although I was certainly lacking damage in T Fauzt, I think I did just fine in Terror TA even with a lower damage output. But yes, there could have been better options.

@Goodkidscc

Ring of Light was indeed strong, but the problem was that it only hits whatever stands over the ring. It didn't hit anything inside or outside. In this regard I think pentagram still works better.

Gotcha. I liked using RoL for ubers COV and other slow-moving/stationary enemies.